#if defined(GL_FRAGMENT_PRECISION_HIGH)
	precision highp float;
#else
	precision mediump float;
#endif

#include "Lighting.glsl";

attribute vec4 a_PositionTexcoord;

varying vec2 v_Texcoord0;

void main() {
	gl_Position = vec4(a_PositionTexcoord.xy, 0.0, 1.0);
	v_Texcoord0 = a_PositionTexcoord.zw;
	gl_Position = remapGLPositionZ(gl_Position);
}
